Here's a very informative transcript of the recent Jester's Court show on W00t Radio featuring an interview with CuppaJo, the Tabula Rasa's community relations manager (it's a bit long):

The following are notes taking during the Jester's Court show on W00t Radio featuring an interview with Tabula Rasa's community relations manager, “CuppaJo.”

Every effort has been made to ensure these are accurate statements but the official chat recording should be consulted for full details.

- In “friends and family” beta. Final stages, adding content and preparing for closed beta.

- Already have “a lot” of beta applications, but still accepting more to make sure all platform variations are used to test the entire game world.

- Planning to have European beta, those players invited to sign up for beta using the same link.

- No set schedule for next batch of beta invites. Hoping to keep plenty of new folks joining to maintain a lot of “fresh opinions.”

- Average beta length, but not expected to be dragged out.

- Beta schedule has “time to respond” built in.

- Does not expect TR developers to spend as much time on forums as those working on CoH/CoV.

- On the game: ``Like an FPS MMO, but it's not an FPS MMO.''

- ``It's an action RPG.''

- On character customization: Uniforms may be colored. Might have different armor pieces available to new players to add variety.

- All players start the same. Become unique through your own choices as you level with armor, skills, etc.

- Skill-based system with class tree. “Inverse tree leveling system.” Opt to be a soldier or specialist. Level then make more choices.

- “More than just being a healer” when describing medics.

- First three tiers listed on website, four available at launch.

- Net gun “roots enemy.”

- Modern weapon brand names not used due to licensing issues.

- Developers have discussed using name brands within game.

- Movement W-A-S-D, camera via mouse. “Sticky targeting” until away from an enemy or another is targeted. Controller within client preferences.

- Point and shoot or more automatic.

- Crouching increases aim speed and provides cover.

- Accuracy decreases with running, same for enemies.

- Less damage done to targets that are moving.

- Ranged fighting and hand-to-hand.

- “Logos is the mystical power” — some are more in tune than others, but all are in tune while NPCs are not. “Kinda like super powers.” One of the first powers is a “lightning power” allowing players to “shoot bolts of lightning at their enemy.”

- Fire abilities with right mouse button, left mouse button for weapons.

- Integrated voice chat for teams.

- Teams are 6 or 8 people.

- Squads designed to allow members to play off each other, based off tree.

- Multiple ways to solve missions. Some have puzzle elements.

- Players thrown “right into the action.”

- Very action-oriented. “Tabula Rasa is probably the most destructive MMO out there.”

- Able to find many options for players with limited time; PvP, crafting, missions, etc.

- Lots of loot related to crafting.

- Loot “seems more randomly generated.”

- “No spawn camping.”

- Considering auction houses.

- Way to move loot amongst characters.

- Able to clone characters, a TR-only feature.

- Cloned characters will not have loot or credits (in-game currency).

- “Like an MMO with a save function.”

- Doesn't require players to repeat the first five levels as they try out different trees.

- Unknown if there are class-specific missions.

- Players expected to expierence more end game content due to clone function.

- No ability to change classes. Players must use clone function.

- Once character is cloned, player goes through character creation again. Clones can look different.

- Able to swap genders using cloning.

- Once a character makes their first character, the last name must be selected. That last name is used for global chat and all characters will have the same last name. ``Not sure if that'll last through beta.''

- Wait and see policy on last names during beta due to various concerns (role playing, privacy, etc.)

- Last name must be unique on server, first names do not.

- Plan is to support a squad-based, consensual PvP system at launch. No further details currently available.

- ``AI is a whole lot smarter than I think I've ever played against before.''

- “Lots of movement to both enemy AI and ally AI.”

- Drop ships drop both allys and enemies.

- AI is more sensitive to movement patterns, aggro range, etc. If players encounter a group of evil NPCs, one may turn and fire, two may run off and hide.

- No third party UI modifications at launch.

- UI still under development.

- Still working on chat system. Level of functionality not expected to be as diversified as City of Heroes/Villians.

- Distribution method not finalized.

- No player housing at launch, maybe after. “Issue of does it fit” war setting?

- Might have crafting of explosive devices.

- TR does not use same engine as Auto Assault. Uses “Plantar” engine.

- Some talk of destructible environment being worked on.

- No plans known of using (?) physics engine (same one in Auto Assault).

- “Ethical parable” missions give characters choices which may alter game play after the events.

- Ethics are “not black and white.”

- Gives characters reason to read mission text.

- Players can change control at hostile bases (including weapons, NPCs, etc), which may open up new missions.

- TR will have a “pretty good mix” of instanced and open areas with more instances at higher levels.

- Loot system to be “more fair.”

- Leader of squad can change the way loot is distributed: Even (three items drop, three chracters in team, all receive one piece), free-for-all (first one to loot gets item).

- Items must be picked up if free-for-all loot is chosen, item does not automatically go into inventory.

- Item rot timer “seems reasonably long” enough to get items.

- Characters respawn in hospitals, must run back to place of death. May change when game goes live.

- No vehicles scheduled to be included at launch.

- Teleporters available as they are discovered which then may be used later.

- “Sprint ability” and armor bonuses to increase travel rate.

- “Travel is not restrictive or frustrating at this point.”

- Spawn rates are relative to the areas where they are located. May change during beta period. Will be tweaked as player counts increase.

- Multiple servers will be used, similar to other MMOs.

- As characters level they gain skill points which may be spent in skill window, but may change and require player to visit trainer or another higher level character. Trainers required when tree branch is reached.

- Taverns and bases available for social gathering points.

- Tools in development to allow players and community to conduct their own events.

- Only teleportation is teleporter to teleporter and are free to use.

- Doubt that personal shops will be in game at launch, may be possible after release. May be determined on player opinion.

- Grouping with different levels is still in development, but currently all levels may group together.